Variety of crafted clothing
Posted: February 15th, 2019, 2:12 am
Something I can't help but notice: everyone seems to be wearing largely the same things so far. This is a bit saddening, because I think we had a much greater variety of clothes during beta, and characters looked more distinct and had more creative outfits.
I imagine the main reasons for this is that it is that much more difficult to get a good skill bonus on the more expensive clothing. If an article takes seven times the resources of the simpler variant, you'd have to be a bit nuts to try and craft something like thigh boots with a skill boost.
It's also possible that the recipes were made rarer, or that more articles are gated behind recipes than before. While it is good to have this progression for tailors, so they always have something to develop and look for, I can't help but feel like so much potential is lost for our paperdolls.
So, I would suggest perhaps that the chance for a skill bonus to appear on crafted clothing be somewhat proportional to the resources that go into it - whether you want a sash or a leather jerkin, you would be looking at about the same investment of resources, for what is still essentially a cosmetic difference in clothing.
As it stands, I would not dare request a leather jerkin or simple cowl or thigh boots with a specific skill boost from a tailor, as it is asking for the almost impossible - both because of the resources involved and the recipe rarity.
TL;DR Let us be fancy and dapper plz
I imagine the main reasons for this is that it is that much more difficult to get a good skill bonus on the more expensive clothing. If an article takes seven times the resources of the simpler variant, you'd have to be a bit nuts to try and craft something like thigh boots with a skill boost.
It's also possible that the recipes were made rarer, or that more articles are gated behind recipes than before. While it is good to have this progression for tailors, so they always have something to develop and look for, I can't help but feel like so much potential is lost for our paperdolls.
So, I would suggest perhaps that the chance for a skill bonus to appear on crafted clothing be somewhat proportional to the resources that go into it - whether you want a sash or a leather jerkin, you would be looking at about the same investment of resources, for what is still essentially a cosmetic difference in clothing.
As it stands, I would not dare request a leather jerkin or simple cowl or thigh boots with a specific skill boost from a tailor, as it is asking for the almost impossible - both because of the resources involved and the recipe rarity.
TL;DR Let us be fancy and dapper plz